SPELL TEMPLATES
Spell templates are special rules that characters can add to most
spells to change their parameters or requirements. A caster can
use one of these templates after gaining various feats, such as
Elemental Mage, Energy Mage, or Psion, from certain classes,
such as wind witch, and even from various races (dragon, faen,
etc.). Occasionally, a character gains access to templates through
a prestige class or the possession of a magic item.
A character with access to more than one template can add
multiple templates to a given spell, as long as she can pay the
costs (since a spell cannot be “doubly laden,” it cannot have
both the unraveling and psionic templates, for example).
Templates that apply a special effect to a spell do so once. If a
magister attempts to use the electricity template on an energy
blade, the stunning effect occurs only on the first strike.
Spell templates cannot be applied to spell-like abilities or
spells cast from items.

Air
The subtle spell effects of air mages travel on a whisper of wind. A mysterious, brief gust of wind or the breath of a breeze accompanies spells with this template. The air template can be added to any spell with a range other than touch or personal. It doubles the spell’s range. Further, if the spell allows a saving throw and has no obvious physical effect (a blast of fire, for example), a target that succeeds at the
saving throw must make a Will saving throw against the spell’s normal Difficulty Class even to realize that a spell was cast upon her. For example, if an air mage casts greater dominate, the victim makes a Will saving throw as normal. If she succeeds, she must make a second Will saving throw. If this second save fails, she never realizes that the caster tried to cast a spell upon her. Spells with this template gain the air descriptor. If the spell already has the air descriptor, the range triples. Air elementals conjured with this template gain a +1 bonus to Armor Class, attack and damage rolls, and a +1 hit point bonus per Hit Die.
Cost: Material component (15 gp worth of incense).
Gained: From the Elemental Mage feat.

Cold
Ice wizards cast spells that draw heat and steal life. A cold chill accompanies the casting of a spell with this template- you can see the caster’s breath as he speaks the intonations. Characters can add this template to any spell that inflicts damage. The target must make a Fortitude save against the spell’s original Difficulty Class or be slowed (as the spell) by the cold for 1 round per 10 points of damage, in addition to the damage. Spells with this template gain the cold descriptor. If the spell already has the cold descriptor, the target is slowed for 1 round per 5 points of damage.
Cost: Material component (25 gp worth of diamond dust).
Gained: From the Energy Mage feat.

Corrupted
Using methods taught by demons, certain evil casters learn how to corrupt any spell with the taint of black magic. Spells of this template are accompanied by wisps of black and red energy and require a verbal component that includes chanting demon names and calling upon infernal powers. Characters can add this template to any attack spell. If cast upon a living creature, the spell also uses vile energies to corrupt the target- causing her to flirt with insanity. The spell inflicts 1 point of temporary Wisdom damage in addition to its normal effects. This spell allows a Will saving throw to negate this damage (if the spell already allows a save, the corrupted spell requires two). The spell takes on the negative energy descriptor. If it already has the negative energy descriptor, it inflicts 2 points of temporary Wisdom damage instead of just 1 point. 
Cost: Verbal component (specific guttural and evil sound, which cannot be modified).
Gained: From the Corrupt Mage feat.

Earth
Earth savants cast spells that are strong and resilient. Spells cast
with this template release a deep, loamy smell. Characters can
add this template to any spell that conjures or creates a physical
object (not an effect- so a wall of iron can be affected, but an
eldritch wall cannot). The template adds a +4 bonus to the
object’s hardness and break DC and doubles its hit points.
Further, weapons created by spells, such as with lesser conjure
weapon, greater conjure weapon, or envenomed blade gain a +1
bonus to attack and damage rolls.
Spells with this template gain the earth descriptor. If the spell
already has the earth descriptor, the increase to the object’s hardness
and break DC becomes a +6 bonus and its hit points triple.
Earth elementals conjured with this template gain a +1 bonus to
AC and attack and damage rolls and a +1 hp bonus per Hit Die.
Cost: Material component (20 gp worth of powdered steel).
Gained: From the Elemental Mage feat.

Electricity
The lightning mage’s interests usually lie more in power than in
precision. The caster’s eyes and hands flash with bolts of lightning
when she casts her spell.
Characters can add this template to any spell that inflicts
damage. The target must make a Fortitude save against the
spell’s original Difficulty Class or be stunned for 1 round, in
addition to the damage. Spells with this template gain the electricity
descriptor. If the spell already has the electricity descriptor,
the target is stunned for 2 rounds.
Cost: Material component (blue or yellow gem worth 30 gp).
Gained: From the Energy Mage feat.

Enemy Bane
Hunter mages learn to use their spells more effectively against a
given type of creature. Choose from the following creature types:
• Aberrations • Magical beasts
• Animals • Monstrous humanoids
• Constructs • Oozes
• Dragons • Outsiders
• Elementals • Plants
• Fey • Undead
• Giants • Vermin
• Humanoids (choose subtype)
Characters can add this template to any spell that inflicts hit
point damage. Any spell that causes damage inflicts 50 percent
more against creatures of the chosen enemy type. Some people
claim to hear an intense cackling sound when an enemy bane
spell strikes its intended target.
Cost: None.
Gained: From the Hunter Mage feat.

Fire
Fire mages cast spells that are wild and dangerous. The caster’s
hands flicker with flames, and the spell produces a distinctive
smell of sulfur.
Characters can add this template to any spell that inflicts hit
point damage. The spell inflicts +1d6 points of fire damage in
addition to its normal damage.
Spells with this template gain the fire descriptor. If the spell
already has the fire descriptor, increase the extra damage by
+2d6 points. Fire elementals conjured with this template gain a
+1 bonus to Armor Class, attack and damage rolls, and a +1 hit
point bonus per Hit Die.
Cost: Material component (a red gem worth at least 20 gp).
Gained: From the Energy Mage feat or Elemental Mage feat.

Permanent
Casters with the ability to give spells the permanent template are usually called creator mages. Characters can add this template to any noninstantaneous spell, changing the duration to Permanent. Permanent spells are vulnerable to dispel magic as normal. An object, area, or creature should have only one spell with this template cast on it at a time (DM’s discretion).
Cost: The spell’s level increases by +3 and the caster must pay an amount of experience points equal to 500 × the (original)
level of the spell × the magic item creation modifier for constant items (if any; see spell description). If the creation modifier for constant items is N/A, the spell cannot be made permanent. Spells of 7th level become laden 9th-level spells. This template cannot affect 8th and 9th-level spells. 
Gained: From the Creator Mage feat

Programmed
Casters able to give spells the programmed template are usually called strategic mages. Characters can apply this template to any spell, adding to the duration the concept of “until triggered” (although once triggered, the spell’s duration reverts to normal). The programmed spell must be tied to an object, creature, or location, which becomes the “source” of the programmed spell when it is triggered. Triggering is based on some event set by the caster. The event can be as simple or elaborate as the caster desires, but she must determine the specifics of targets and placement beforehand. Special conditions for triggering a programmed spell can be based on a creature’s name, identity, or observable actions or qualities such as race or “when the door opens.” Intangibles such as level, class, Hit Dice, and hit points don’t qualify. An object, creature, or location should have only one spell with this template cast on it at any given time (DM’s discretion). Programmed spells are vulnerable to dispel magic as normal.
Cost: The spell’s level increases by +3. Spells of 7th level become laden 9th-level spells. This template cannot affect 8th and 9th-level spells. Further, a programmed spell requires a gem worth 500 gp per level of the spell.
Gained: From the Creator Mage feat.

Runic
Users of this template who are not runethanes or rune lords are typically called runecasters. They reduce spells to mathematic formulas and complex symbols. When a runecaster casts a spell with this template, strange and arcane symbols appear to float in the air all around her. One can apply this template to any spell that requires a saving throw. It requires the spell’s target to modify the saving throw with its Intelligence ability score modifier rather than the standard ability score (Constitution for Fortitude saves, Wisdom for Will Saves, Dexterity for Reflex saves), because it must deal with the overwhelming complexity of the spell’s intricacy.
Cost: Standard-action spells have a casting time of 1 round. All other casting times are doubled.
Gained: From the Runecaster feat.

Sanctum
Casters can declare a single area, no larger than a 20-foot radius
per level, as their sanctum. Once chosen, the caster cannot
change her sanctum without a special ritual that takes one week
and costs 5,000 gp in material components.
Characters can add this template to any spell. The saving
throw Difficulty Class (if any) for spells with this template cast
within the character’s sanctum increases by +1. The caster may
double any noninstantaneous duration for spells with this template
cast within the sanctum, and she may also double any
range other than personal, touch, or 0 feet.
Cost: None other than described above.
Gained: From the Sanctum feat.

Sonic
Sound mages often carry tuning fork-like devices or musical instruments. Sonic templated spells always have some auditory aspect. Characters can add this template to any spell that inflicts damage.
The target must make a Fortitude save against the spell’s original Difficulty Class or be deafened for one minute per point of damage inflicted, in addition to the damage. Spells with this template
have the sonic descriptor and do not work at all in areas of magical silence. If the spell already has the sonic descriptor, the target becomes deafened for two minutes per point of damage.
Cost: Focus component (either a tuning fork-like device or a quality musical instrument; focus must be worth at least 100 gp).
Gained: From the Energy Mage feat.

War
War mages must have the ability to affect multiple targets with their spells. Their spells always make a loud noise when cast (this is a side effect, not a requirement). Characters can add this template to any spell with a target or targets (as opposed to an area or an effect). The spell affects 1d3+1 times the normal number of targets for the spell. For example, a war charm spell (cast at 3rd level) could affect 1d3+1 humanoids rather than just one.
Cost: The spell’s level increases by +2. 
Gained: From the Battle Mage feat.

Water
Sea wizards usually live near large bodies of water and pass on their secrets only to those whom they trust and who know the way of the sea (or the river, or the lake, etc.) Water templated spells carry with them the smell of sea salt and brine.
If the caster casts a spell on the sea, in a boat at sea, or even on (or in) any large body of water such as a lake at least 2,000 feet across, all her spells are treated as heightened, even though she need not use a higher-level spell slot.
Spells with this template gain the water descriptor. If a spell already has it, the caster also may double its range and duration (if it has a range measured in feet and noninstantaneous duration).
Water elementals conjured with this template gain a +1 bonus to Armor Class, attack and damage rolls, and a +1 hit point bonus per Hit Die.
Cost: In addition to the location requirement, the spell requires a material component (a blue or green gem worth at least 100 gp).
Gained: From the Elemental Mage feat.

Wild
Wild mages cannot control their own spells. Wild spells usually produce a bizarre flash of mixed colors or strange sounds, different each time. Whenever a wild spell is cast, there is a 50 percent chance that it produces the normal effect, a 25 percent chance that it produces the diminished effect, and a 25 percent chance that it produces the heightened effect. The spell always uses the standard slot- the effect of casting a wild sorcerous blast may vary, but it always takes a 3rd-level slot.
Cost: None.
Gained: From the Wild Mage feat.